Jump to content




Modmaker


  • You cannot reply to this topic
30 replies to this topic

#21 Hackingroelz

    Peripheral Designer

  • Members
  • 213 posts
  • Locationthe Nether(lands)

Posted 21 April 2012 - 09:50 AM

I have a cool idea! Add the possebility to run minecraft with your mod via the program!

#22 cant_delete_account

  • Members
  • 484 posts

Posted 21 April 2012 - 05:41 PM

View Postroel15, on 21 April 2012 - 09:50 AM, said:

I have a cool idea! Add the possebility to run minecraft with your mod via the program!
That's impossible, you can't mod Minecraft and restart it through Lua / CC. Someone would have to make a batch file you run which recompiles, then runs startclient. So you can't do it inside Minecraft.

#23 Hackingroelz

    Peripheral Designer

  • Members
  • 213 posts
  • Locationthe Nether(lands)

Posted 21 April 2012 - 05:55 PM

View Postthesbros, on 21 April 2012 - 05:41 PM, said:

View Postroel15, on 21 April 2012 - 09:50 AM, said:

I have a cool idea! Add the possebility to run minecraft with your mod via the program!
That's impossible, you can't mod Minecraft and restart it through Lua / CC. Someone would have to make a batch file you run which recompiles, then runs startclient. So you can't do it inside Minecraft.

With only CC you can't, but you could make a peripheral for that.

#24 ComputerCraftFan11

  • Members
  • 771 posts
  • LocationHawaii

Posted 21 April 2012 - 05:56 PM

Hey everyone

Incase you don't wanna remake a bunch of MCP folders, here's a short program that does it:
local path = "mcp/src/minecraft/net/minecraft/src";
fs.makeDir(path);

Then look in the "path" folder for the generated files

#25 ComputerCraftFan11

  • Members
  • 771 posts
  • LocationHawaii

Posted 21 April 2012 - 05:57 PM

View Postthesbros, on 21 April 2012 - 05:41 PM, said:

View Postroel15, on 21 April 2012 - 09:50 AM, said:

I have a cool idea! Add the possebility to run minecraft with your mod via the program!
That's impossible, you can't mod Minecraft and restart it through Lua / CC. Someone would have to make a batch file you run which recompiles, then runs startclient. So you can't do it inside Minecraft.

I can make it generate all of those together in the same path as the mod maker

#26 ComputerCraftFan11

  • Members
  • 771 posts
  • LocationHawaii

Posted 21 April 2012 - 06:21 PM

UPDATE:
local path = "mcp/src/minecraft/net/minecraft/src";
local modname = ""
local import = [[
package net.minecraft.src;
]]
local base = [[
{

public void load()
{
}
public void getVersion()
{
return "1.2.4"
}
}
]]
function top()
shell.run("clear")
print("Welcome to xXm0dzXx's Mod Maker!")
print("--------------------------------")
end
function blockmaker()
top()
write("Choose a block name: ")
blockclass = read()
write("Choose a block ID: ")
blockid = tonumber(read())
if blockid > 256 then
print("Block ID too high!")
sleep(3)
blockmaker()
else
end
end
function base()
top()
write("Enter mod name: mod_")
input = read()
modtitle = "mod_" ..input
modname = modtitle.. ".java"
if fs.exists(path.."/"..modname) then
print(modname.. " already exists! Would you like to modify that [y/n]?")
input = read()
if input == "y" then
menu()
else
shell.run("clear")
end
else
file = io.open(path.."/"..modname, "w")
file:write(import)
file:write("public class " ..modtitle.. " extends BaseMod")
file:write(base)
file:close()
print(modname.. " created!")
sleep(1)
menu()
end
end
function menu()
top()
if modname == "" then
print("[1] Create Base Files")
else
print("[1] Delete Base Files")
end
if modname == "" then
print("[2] Make New Block (CREATE BASE FILES FIRST)")
print("[X] Patch Mod (CREATE BASE FILES FIRST)")
print("[V] Custom Editor (CREATE BASE FILES FIRST)")
else
print("[2] Make New Block")
print("[X] Patch Mod (Run to make the mod work)")
print("[V] Custom Editor")
end
print("")
write("Selection: ")
input = read()
if input == "1" then
if modname == "" then
base()
else
fs.delete(path.. "/" ..modname)
top()
print("Deleted!")
end
elseif input == "2" then
if modname == "" then
menu()
else
blockmaker()
end
elseif input == "X" then
if modname == "" then
menu()
else
error("not done")
end
elseif input == "V" then
if modname == "" then
menu()
else
shell.run("edit", path.. "/" ..modname)
end
else
menu()
end
end

if fs.exists("mcp/src") then
menu()
else
print("MCP not installed! Pleased decompile MCP and put it in the mcp folder.")
end

(Not Tested)

I made it so instead of always writing
public class mod_jBox extends BaseMod
to
public class mod_<MOD NAME HERE> extends BaseMod

Now im going to make it read the entire file, find
public void load()
{
And type in the mod stuff after that (like blocks)

#27 Zer0t3ch

  • Members
  • 33 posts
  • LocationIllinois, USA

Posted 22 April 2012 - 06:48 AM

Sounds interesting! PM me after you update the OP with screenshots.

#28 MegaError101

  • New Members
  • 2 posts

Posted 09 May 2012 - 12:34 AM

i will test it if you want email me the program at [email protected] i will tell you if i see errors

#29 ironsmith123

  • New Members
  • 69 posts

Posted 12 May 2012 - 03:08 AM

You should also add the ability to make custom content packs for Flan's mod from the program since the custom content packs are made with mcp.

#30 MathManiac

  • Members
  • 60 posts
  • LocationWashington, United States

Posted 17 May 2012 - 03:29 PM

Lol :3 That looks cool! Meh, I made a program on a disk that is an auto-installer. Nice job!

#31 BrettSmith21

  • New Members
  • 20 posts

Posted 01 July 2012 - 05:18 PM

Are You Still Working On This And Do You Have A 1.2.5 Copy??
and btw cool!!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users